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Member Since 01 Oct 2004
Offline Last Active Today, 03:45 AM

Posts I've Made

In Topic: Battlefront 2

11 November 2017 - 04:41 PM

The first and only Battlefront II review that matters:

In Topic: gaf meltdown

25 October 2017 - 10:42 PM


Will require a paid email address to register. As far as I know, registration is not fully open yet and I have no idea when that will be.

In Topic: gaf meltdown

25 October 2017 - 05:21 PM

An entire community/website burning itself to the ground because of the poor choices of one elf-looking shitlord is just annoying, dumb, and pathetic. As Drew said, GAF was a really great resource for a lot of different things, and that's what I will miss the most.

On the plus side, ResetEra (the successor forum) is pretty good so far. Hopefully it will prove to be as useful as GAF was.

In Topic: m cheifs cumpilation

20 October 2017 - 04:33 PM

What is it that you want to see to believe? The game actually works right now, although in an ugly fashion, but you can play it reliably.

How's about: "Halo, exactly as you remember it" for starters. I don't remember Halo ever "working in an ugly fashion".

It seems like you (and a lot people on GAF) have this mentality that: "It already works reliably, so I'll be thankful for anything that improves it further." Which is a very generous way of looking at this whole thing. However, I (and I assume some other people) have the mentality that 343 completely fucked this project up and now they need to make up for that. They need to make up for abandoning this game for 2.5 years. They need to make up for killing any hype or hope for playing these classic Halo games properly again. How are they going to incentivize people to come back, especially when most moved on years ago?

Basically, these games need to be more than perfect.

In Topic: Destiny 2 Beta

25 July 2017 - 08:25 PM

The guns feel just as good to shoot but they cranked the bullet sponge factor up to 11. The strike boss has a fun gimmick with changing his elemental weapons and attacking differently based on the phase of the fight, but he's just a massive pile of hit points to shoot at. Every weapon in PvE feels extremely weak, and not being able to use a shotgun or fusion rifle unless I have purple ammo is depressing. If you're going to put a shotgun in the same weapon category as a fucking ROCKET LAUNCHER, I better be killing three Cabal with one slug. Instead it feels exactly like it did in Destiny 1. Nessus is a gorgeous environment though.
PvP is less of a dumpster fire than before, probably because Bungie seems to have gone a "fuck it, let's just make it a lot closer to Halo" route (two primary weapons, supers/abilities have such long cooldowns they might as well not exist, higher time to kill). I really don't think they have any idea how to reconcile Destiny's BYOGun with randomly rolled perks to competitive multiplayer where balance is required, and that's probably because there isn't a good way to do it. I've always hated this game's multiplayer where, depending on the flavor of the latest patch, if you weren't using a handful of god-rolled guns then your loadout was objectively worse than someone else's. That's not going to change here. It will never be balanced unless you take the gun perks out of it entirely. Personally, I think Destiny would be a better game without any multiplayer at all and more PvE content in its place. It has always felt like Bungie felt obligated to put it in because Destiny is an FPS, and they once made a game that set a generational standard for how a shooter is made.
Most of my many gripes with the changes I've seen stem from how they all seem to be made to try and make the PvP side of the game not terrible. Putting shotguns and sniper rifles in the power slot is just the latest step in curtailing the special weapon craze in Destiny 1 and, like most of the changes Bungie made later into the game's life, PvE gets fucked over because of it. That's glaringly obvious and shows no sign of slowing down from what I've played of this beta. If that's the direction the gameplay is going in, then I'm jumping off while I can. It's so frustrating, because there's clearly an amazing story to tell somewhere and I want to have fun playing through it without the shadow of the glossed up pig that is Destiny PvP trying to take the spotlight.

Destiny's PvP should have been fundamentally different from the start. I've held this opinion since before Destiny 1 came out. The below concept would solve the whole "everything needs to be balanced for PvE and PvP at all times" problem.

PvP is split into two different modes: an asymmetric PvE-like "Guardians vs Aliens" objective-based mode and a no-bullshit, barebones, preset-class-based "Guardians vs Guardians" mode.

Guardians vs Aliens: three Guardians have all of their weapons, loot, and equipment they've acquired in the PvE and are matched against six player-controlled high-ranking aliens (Fallen Captain, Stealth Vandal, Hive Wizard, Hive Knight, etc.) and a bunch of low-ranking AI-controlled mobs. Aliens are controlled in third-person and have the same abilities and weapons present in PvE. This mode can re-use environments from strikes, campaign missions, etc.

Guardians vs Guardians: preset weapons and abilities with power weapons and vehicles that spawn around multiplayer maps specifically designed for this mode. When you see an enemy warlock, you'll know what weapons he's carrying and what abilities he has because these are consistent across gametypes and maps. This mode would be a lot more like Halo -- I game I've heard used to be pretty gud.

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